208 lines
7.2 KiB
C#
208 lines
7.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Linq;
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using AutomationTool;
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using UnrealBuildTool;
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using EpicGames.Core;
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using System.Text.RegularExpressions;
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using System.Threading;
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using UnrealBuildBase;
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using Microsoft.Extensions.Logging;
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[Help("Attempts to sync UGS binaries for the specified project at the currently synced CL of the project/engine folders")]
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[Help("project=<FortniteGame>", "Project to sync. Will search current path and paths in ueprojectdirs.")]
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[Help("preview", "If specified show actions but do not perform them.")]
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[RequireP4]
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[DoesNotNeedP4CL]
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class SyncBinariesFromUGS : SyncProjectBase
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{
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/// <summary>
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/// Project name or file that we will sync binaries for
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/// </summary>
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public string ProjectArg = "";
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/// <summary>
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/// If true no actions will be performed
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/// </summary>
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public bool Preview = false;
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public override ExitCode Execute()
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{
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// Parse the project filename (as a local path)
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ProjectArg = ParseParamValue("Project", ProjectArg);
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Preview = Preview || ParseParam("Preview");
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// Will be the full local path to the project file once resolved
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FileReference ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectArg);
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if (ProjectFile == null)
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{
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throw new AutomationException("Could not find project file for {0}. Provide a full path or check the subdirectory is listed in UE4Games.uprojectdirs", ProjectArg);
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}
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// Will be the full workspace path to the project in P4
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P4WhereRecord ProjectRecord = GetP4RecordForPath(ProjectFile.FullName);
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if (ProjectRecord == null)
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{
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throw new AutomationException("Could not find a P4 record for {0} with the current workspace settings. use RunUAT P4WriteConfig to write a config file with the relevant info", ProjectFile.FullName);
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}
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// get the path to binaries in the depot
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string DepotBinaryPath = GetZippedBinaryPathFromUGSConfig(ProjectFile.Directory, ProjectRecord.DepotFile);
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// get the CL
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int CurrentChangeList = P4Env.Changelist;
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int CompatibleChangeList = P4Env.CodeChangelist;
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Logger.LogInformation("Current CL: {CurrentChangeList}, Required Compatible CL: {CompatibleChangeList}", CurrentChangeList, CompatibleChangeList);
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List<P4Connection.ChangeRecord> BinaryChanges;
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P4.Changes(out BinaryChanges, DepotBinaryPath, AllowSpew: false);
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// changes will be in ascending order, so pull out the CL's they were submitted for and return the first CL that is greater than
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// the change we need. This lets people regress issues if needed.
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int CheckedInBinaryCL = BinaryChanges.Where(R => {
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// use a regex to pull the CL the binaries were built from. The description will be something like "[CL 21611] Updated..",
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// where 21611 is the change they were generated from
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Match M = Regex.Match(R.Summary, @"\[CL\s+(\d+)\]");
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if (M == null)
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{
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Logger.LogWarning("Change description for {Arg0} did not include expected format of [CL xxxx]", R.CL);
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return false;
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}
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int SourceCL = Convert.ToInt32(M.Groups[1].ToString());
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// Only interested in records greater than the code CL
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return SourceCL >= CompatibleChangeList;
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})
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.Select(R => R.CL) // We want the CL of that record
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.FirstOrDefault(); // And we only care about the first match
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if (CheckedInBinaryCL == 0)
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{
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throw new AutomationException("Could not find a submitted CL for {0} that was for source code >= CL {1}", DepotBinaryPath, CompatibleChangeList);
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}
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string VersionedFile = string.Format("{0}@{1}", DepotBinaryPath, CheckedInBinaryCL);
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Logger.LogInformation("Will sync and extract binaries from {VersionedFile}", VersionedFile);
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if (!Preview)
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{
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string TmpFile = Path.Combine(Path.GetTempPath(), "UGS.zip");
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try
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{
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P4.PrintToFile(VersionedFile, TmpFile);
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Logger.LogInformation("Unzipping to {Arg0}", Unreal.RootDirectory);
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// we can't use helpers as unlike UGS we don't want to extract anything for UAT, since that us running us....
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// That should be fine since we are either being run from the source CL that has already been syned to, or the
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// next time UAT is run we'll be rebuilt with that CL...
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int FileCount = 0;
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string UATDirectory = "Engine/Binaries/DotNET";
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using (Ionic.Zip.ZipFile Zip = new Ionic.Zip.ZipFile(TmpFile))
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{
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foreach (Ionic.Zip.ZipEntry Entry in Zip.Entries.Where(x => !x.IsDirectory))
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{
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string OutputFileName = Path.Combine(Unreal.RootDirectory.FullName, Entry.FileName);
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if (Entry.FileName.Replace("\\", "/").StartsWith(UATDirectory, StringComparison.OrdinalIgnoreCase))
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{
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Logger.LogInformation("Skipping {OutputFileName} as UAT is running", OutputFileName);
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}
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else
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{
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Directory.CreateDirectory(Path.GetDirectoryName(OutputFileName));
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using (FileStream OutputStream = new FileStream(OutputFileName, FileMode.Create, FileAccess.Write))
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{
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Entry.Extract(OutputStream);
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}
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Logger.LogInformation("Extracted {OutputFileName}", OutputFileName);
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FileCount++;
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}
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}
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}
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Logger.LogInformation("Unzipped {FileCount} files", FileCount);
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}
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catch (Exception Ex)
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{
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throw new AutomationException("Failed to uinzip files: {0}", Ex.Message);
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}
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finally
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{
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try
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{
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if (File.Exists(TmpFile))
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{
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File.Delete(TmpFile);
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}
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}
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catch
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{
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Logger.LogInformation("Failed to remove tmp file {TmpFile}", TmpFile);
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}
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}
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// Update version files with our current and compatible CLs
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Logger.LogInformation("Updating Version files to CL: {CurrentChangeList} CompatibleCL: {CompatibleChangeList}", CurrentChangeList, CompatibleChangeList);
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UnrealBuild Build = new UnrealBuild(this);
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Build.UpdateVersionFiles(ActuallyUpdateVersionFiles: true, ChangelistNumberOverride: CurrentChangeList, CompatibleChangelistNumberOverride: CompatibleChangeList, IsPromotedOverride: false);
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}
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return ExitCode.Success;
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}
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/// <summary>
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/// Returns the depot path used to store zipped biaries for this project by looking in the UnrealGameSync.ini file for an entry
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/// matching the stream or depot that contains the project
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/// </summary>
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/// <param name="LocalProjectDir"></param>
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/// <param name="ProjectDepotPath"></param>
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/// <returns></returns>
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string GetZippedBinaryPathFromUGSConfig(DirectoryReference LocalProjectDir, string ProjectDepotPath)
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{
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FileReference UGSFile = FileReference.Combine(LocalProjectDir, "Build", "UnrealGameSync.ini");
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if (!FileReference.Exists(UGSFile))
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{
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throw new AutomationException("Could not find UGS configuration at {0}", UGSFile);
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}
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ConfigFile UGSConfig = new ConfigFile(UGSFile);
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if (UGSConfig.SectionNames.Contains(ProjectDepotPath) == false)
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{
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throw new AutomationException("{0} has no entry for {1}", UGSFile, ProjectDepotPath);
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}
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string BinaryPath = null;
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ConfigFileSection UGSSection;
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if (UGSConfig.TryGetSection(ProjectDepotPath, out UGSSection))
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{
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BinaryPath = UGSSection.Lines.Where(L => L.Key == "ZippedBinariesPath").Select(L => L.Value).FirstOrDefault();
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}
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if (BinaryPath == null)
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{
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throw new AutomationException("{0} does not include a ZippedBinariesPath entry for {1}", UGSFile, ProjectDepotPath);
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}
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return BinaryPath;
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}
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}
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